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Rogue V[345], Super-Rogue: Fix violet fungi/venus flytraps. Violet fungi (renamed venus flytraps in Rogue V5) do an increasing amount of damage each time they hit. If they miss, you still suffer the same number of HP. This worked by keeping a counter and printing new damage strings into monsters[5].m_stats.s_dmg, which is the "prototype" of that particular monster. Each individual monster has its own damage string. Apparently these were once char *, pointing to the same string as the prototype. When the s_dmg member was changed to be an internal char array, changing the prototype's damage string no longer had any effect on actual monsters. As a result, flytraps did no damage on a hit, or only one point in V5. The mechanism for doing damage on a miss continued to work. This has been fixed by overwriting the individual monster's damage string instead of the prototype's. It is now no longer necessary to reset the damage string when the flytrap is killed. The method for resetting it when the hero teleports away had to be modified. Comments referencing the long-unused xstr have been removed.
author John "Elwin" Edwards
date Sun, 01 May 2016 19:39:56 -0400
parents 0ed67132cf10
children
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<!-- Advanced Rogue                                                         -->
<!-- Copyright (C) 1984, 1985, 1986 Michael Morgan, Ken Dalka and AT&T      -->
<!-- All rights reserved.                                                   -->
<!--                                                                        -->
<!-- Based on "Rogue: Exploring the Dungeons of Doom"                       -->
<!-- Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman     -->
<!-- All rights reserved.                                                   -->
<!--                                                                        -->
<!-- See the file LICENSE.TXT for full copyright and licensing information. -->
<!-- Creator     : groff version 1.18.1 -->
<!-- CreationDate: Sat Jan 21 09:55:23 2006 -->
<h1 align="center"><a href="http://roguelike.sourceforge.net/arogue77">The Dungeons of 
	Doom</a></h1>
<br>
<h2 align="center">AT&amp;T Bell Laboratories</h2>
<h3 align="center"><A href="http://roguelike.sourceforge.net/arogue58">http://roguelike.sourceforge.net/arogue58</A></h3>
<br>
<table border="0" cellpadding="3" cellspacing="3" style="BORDER-COLLAPSE: collapse" id="table1" align="center">
    <tr>
	<td nowrap>
	    Advanced Rogue<br>
	    Copyright (C) 1984, 1985 Michael Morgan, Ken Dalka and AT&amp;T<br>
	    All rights reserved.
	</td>
    </tr>
    <tr>
	<td nowrap>
	    Based on "Rogue: Exploring the Dungeons of Doom"<br>
	    Copyright (C) 1980, 1981 Michael Toy, Ken Arnold and Glenn Wichman<br>
	    All rights reserved.
	</td>
    </tr>
</table>
<p align="center">See the file LICENSE.TXT for full copyright and licensing 
    information.</p>
<p align="center">&nbsp;</p>
<p align="center"><b>ABSTRACT</b></p>
<blockquote>
	<blockquote>
		<p align="justify">Rogue was first introduced by Michael Toy at the 
		University of California at Berkeley as a screen-oriented fantasy game. 
		The game had 26 types of monsters that the player could meet while 
		exploring a dungeon generated by the computer. Scrolls, potions, rings, 
		wands, staves, armor, and weapons helped the player to battle these 
		monsters and to gain gold, the basis for scoring.</p>
		<p align="justify">The version of Rogue described in this guide has been 
		expanded to include over 110 monsters with many new capabilities. Many 
		of the monsters are intelligent, and they, like the player, must avoid 
		traps and decide when it is better to fight or to run. The player 
		chooses a character class at the beginning of the game which defines the 
		player's abilities. Experience, rather than gold, decides the player's 
		score.</p>
	</blockquote>
</blockquote>
<h2 align="justify">&nbsp;</h2>
<h3 align="justify">1. INTRODUCTION</h3>
<p align="justify">
    Rogue is a screen-oriented fantasy game set in the ever-changing Dungeons of 
	Doom. The game comes complete with monsters, spells, weapons, armor, 
	potions, and other magical items. The dungeon's geography changes with every 
	game, and although many magical items have certain identifiable properties, 
	such as turning the player invisible, the physical manifestation of the 
	magic changes each game. A red potion, for example, will cause the same 
	reaction throughout a given game, but it may be a completely different 
	potion in a new game.</p>
<p align="justify">
    Entering the dungeon with only a little food, armor, and a weapon, the 
	player must develop a good strategy of when to fight, when to run, and how 
	to best use any magical items found in the dungeon. To make things 
	interesting, the player has a quest to return one of several unique 
	artifacts, rumored to lie deep in the dungeon's bowels. Returning with this 
	artifact brings great glory and the title of Complete Winner. But even after 
	finding the artifact, the player may wish to continue further to match wits 
	with an arch-devil, demon prince, or even a deity found far down in the 
	dungeon. Defeating such a creature will gain the player many experience 
	points, the basis for scoring in Rogue.</p>
<p align="justify">
    It is very difficult to return from the Dungeons of Doom. Few people ever 
	make it out alive. Should this unlikely event occur, the player would be 
	proclaimed a complete winner and handsomely rewarded for any booty removed 
	from the dungeon.</p>
<h3 align="justify">2. CHARACTER CLASSES AND ATTRIBUTES</h3>
<p align="justify">
    Before placing the player in the dungeon, the game requests the player to 
	select a character class: a fighter, a magic user, a cleric, or a thief.</p>
<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.1 The Fighter</strong></span></p>
<p align="justify">
    A fighter is very strong and will have a high strength rating. This great 
	strength gives a fighter the best odds of winning a battle with a monster. 
	At high experience levels the fighter also gets to attack multiple times in 
	a single turn. This obviously further increases his chances at winning 
	battles. Intrinsic to the fighter class is a robustness which results in 1 
	to 10 extra hit points for every new experience level.</p>
<p align="justify"><span style="FONT-VARIANT: small-caps"><strong>2.2 The Magician</strong></span></p>
<p align="justify">
    A magician's major attribute is intelligence, which enables the magician to 
	cast spells. The number and variety of spells increases as the magician 
	gains experience and intelligence. Other types of characters can cast 
	spells, but only if they manage to gain extraordinarily high intelligence. 
	Magic users are not as hearty as fighters; they receive 1 to 8 extra hit 
	points for every new experience level.</p>
<p align="justify"><strong><span style="FONT-VARIANT: small-caps">2.3 The Cleric</span></strong></p>
<p align="justify">
    A cleric has a high wisdom rating and can thus pray. The number and variety 
	of prayers which the gods are willing to grant to a cleric increase as the 
	cleric gains experience and wisdom. Other character types can pray only if 
	they manage to gain extraordinary wisdom.</p>
<p align="justify">